unity job system mesh

When Unity runs, the job system makes a copy of scheduled job data, which prevents more than one thread from reading or writing the same data. In this tutorial, youll learn how to use Unitys Job System and Burst compiler to create efficient code to simulate water filled with swimming fish. First, all the variables within the main thread set the job's data. Use Git or checkout with SVN using the web URL. It is integrated with the Unity's native job system which creates a thread per CPU core and manages small units of work named jobs. Even more, this . The end result can be seen in the following video. MeshData is a relatively new API that was added to Unity v2020.1. Join our team. Please tell us more about what's wrong: Thanks for helping to make the Unity documentation better! Discussion in 'C# Job System' started by z000z, Feb 13, 2018. This copy isolates the data, which eliminates the race condition. You signed in with another tab or window. This means, schedule the job and wait as long as possible before ensuring its completion and collecting its values. Youll use shaded wire-frame mode so you can see the massive number of vertices within the mesh. Also, if someone calls job3.Complete() it won't result in a deadlock, as Unity Job System could check if there is any dependency that requires the main thread to execute and handle it. So far I've gotten the system working, employed Unity's job system and burst compiler, and managed to cut down frame calculation time from ~100ms per job to ~25ms. Its a key component of sending and receiving information from jobs. If you have any suggestions, questions or you want to show off what you did to improve this project, join the discussion below. Unity Job System . Gets data about a given sub-mesh in the MeshData. . Is something described here not working as you expect it to? The parameters passed into the job control the speed of the fish. In this two-part article, I'll offer a brief recap of parallel programming and job systems, discuss job system overhead, and share Unity's approach to mitigating it. For some reason your suggested change could not be submitted. Did you find this page useful? seed gets the current millisecond from the system time to ensure a different seed for each call. Get the Mesh Optimizer package from IndieChest and speed up your game development process. The Job System always runs its jobs in background threads, disallowing us to call the Unity APIs which can only be used from the main thread. There are two types of MeshData struct: read-only MeshData structs that allow read-only access to Mesh data from the C# Job System, and writeable MeshData structs that allow you to create Meshes from the C# Job System.Read-only MeshDataWhen you pass one or more Meshes to Mesh.AcquireReadOnlyMeshData, Unity returns a MeshDataArray of read-only MeshData structs. A IJobParallelForTransform takes a TransformAccessArray. Note the following variables that represent the modifiers of the Perlin noise function: Different scene components also have their own reference variables. Can you post a tutorial or something ? I don't really know if this approach is valid, but you can certainly write to a managed array in a bursted job if you're willing to give up all the safety restrictions. Are you sure you want to create this branch? There are several types of jobs, IJob, IJobParallelFor and IJobParallelForTransform are the most common. Press Play and watch those fish go! Unite Europe 2017 - C# job system & compiler, Unite Austin 2017 - Writing High Performance C# Scripts. Youll the IJobParallelFor interface because youre applying the same operation to a large number of elements. For example, if there is a period between the end of one frame and the beginning of the next frame where no jobs are running, and a one frame latency is acceptable, you can schedule the job towards the end of a frame and use its results in the following frame. The number of sub-meshes in the MeshData. The job is completed in the LateUpdate, the vertices are copied from the job's native array to the mesh and the bounds are recalculated. If you want to learn more about Unity's Job System, check out What Is a Job System? The problem with the compute shader, is my target ATM includes iOS/Android devices that don't support the compute shader. Sign up for the Level 2 Game Dev Newsletter: http://eepurl.com/gGb8ePDownload the example project: https://github.com/ThousandAnt/ta-frustrum-cullingEver needed to a render a whole bunch of objects on screen but couldn't do it without taking a hit to performance? Finally, you apply the value of the current vertex within the. In the Package Manager, select Advanced Show preview packages and install the following: Youll learn more about the purpose of these packages throughout the tutorial. Gets the format of a given vertex attribute in the MeshData. bilibiliGames104Job systemUnityC# job system Because Burst doesn't support managed objects, you need to use unmanaged types to access the data in jobs. It implements IJob, uses a NativeArray to get the results of the job, and uses the Execute method with the implementation of the job inside it: The following example builds on the MyJob job to schedule a job on the main thread: Its best practice to call Schedule on a job as soon as you have the data it needs, and dont call Complete on it until you need the results. A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate [/spoiler]. Note that you cannot access statics such as. CPU . The other variables are the parameters that the main thread will set. Worker threads might process tasks faster than others, so once a worker thread has finished processing all of its tasks, it looks at the other worker threads queues and then processes tasks assigned to another worker thread. Creating a MeshDataArray has some overhead for memory tracking and safety reasons, so it is more efficient to make a single call to Mesh.AllocateWritableMeshData and request multiple MeshData structs in the same MeshDataArray than it is to make multiple calls to Mesh.AllocateWritableMeshData.You can populate writeable MeshData structs with data to create new Meshes. //int vertexBufferSize = hexSphereBuildDataSingleton.VertexCount * 3; //new NativeArray(triangleBufferSize, Allocator.TempJob). This puts the job into the job queue, and the job system begins executing the job once all its dependencies, if any, complete. Unity has outlined the correct way to approach this. The C# Job System exposes Unity's internal C++ Job System, giving Unity creators the ability to run their scripts alongside Unity's internal processing. Select Window Package Manager from the top menu. If nothing happens, download Xcode and try again. The job system ensures that there are only enough threads to match the capacity of the CPU cores, which means that you can schedule as many tasks as you need without specifically needing to know how many CPU cores are available. If a job depends on the results of another job, you can pass the first jobs JobHandle as a parameter to the second jobs Schedule method, like so: If a job has a lot of dependencies, you can use the method JobHandle.CombineDependencies to merge them. If you pass an array, the job will copy each element from the array to a new array within the job. Adding dependencies. Learn more. Please Using the Burst compiler to speed up your projects. Unity's job system will make copies of the job struct for each execution. The Unity Job System is a way to write multithreaded code in the CPU providing high performance boost to the games using it. This page has been marked for review based on your feedback.If you have time, you can provide more information to help us fix the problem faster.Provide more information. Mohali. Youll use it throughout the tutorial to benchmark the performance of the Job System. Unity's job system lets you create multithreaded code so that your application can use all available CPU cores to execute your code. The water looks a bit lonely at the moment. To schedule a job, call Schedule. You cannot pass references to a job because that would break the jobs thread safety. For example, it can report the percentage of time spent, Wait for the job to complete: It returns immediately if the job is already complete, and you can call the. Well, you cant retrieve the data inside a job until it completes. You can use this for debugging purposes. Youve also installed the Unity Mathematics package, which is simply a C# math library thats used by the Burst compiler for low-level optimization. To create and successfully run a job, you must do the following: To create a job in Unity, implement the IJob interface. Job types. A simple example where a dense "water" surface mesh is updated every frame, based on positions on "wave source" objects. //attributes[++index] = new VertexAttributeDescriptor(VertexAttribute.Color, dimension: 4, stream: index); //attributes[++index] = new VertexAttributeDescriptor(VertexAttribute.Tangent, dimension: 4, stream: index, format:VertexAttributeFormat.Float16); //attributes[++index] = new VertexAttributeDescriptor(VertexAttribute.TexCoord0, dimension: 2, stream: index, format:VertexAttributeFormat.Float16); https://forum.unity.com/threads/how-to-draw-mesh-in-the-job-system.513615/, https://docs.unity3d.com/ScriptReference/Mesh.GetNativeVertexBufferPtr.html, https://twitter.com/_kzr/status/1115422397518106624?lang=en, https://github.com/ousttrue/UniShariSharpDX/Scripts/RenderAPI_D3D11.cs#L212-L233, https://docs.unity3d.com/ScriptReference/Mesh.SetVertexBufferData.html, https://docs.unity3d.com/ScriptReference/Mesh.SetVertexBufferParams.html, https://docs.unity3d.com/ScriptReference/Mesh.SetIndexBufferData.html, https://docs.unity3d.com/ScriptReference/Mesh.SetIndexBufferParams.html, https://docs.unity3d.com/ScriptReference/Mesh.SetSubMesh.html, https://docs.unity3d.com/2020.3/Documentation/ScriptReference/Mesh.MeshData.html, (You must log in or sign up to reply here. from Unity-Technologies/dont-use-editoronly-tag, Use special name to indicate combined mesh objects instead of EditorO, Make it compatible with Unity 2020.1 again (GPU code paths only kick , Unity 2020.1 Mesh API improvements examples, Regular API: 760ms (and 23k GC allocations totaling 640MB). If nothing happens, download GitHub Desktop and try again. This provides improved performance because your application uses the capacity of all the CPU cores its running on more efficiently, rather than running all code on one CPU core. CS Sell Assets. CombineDependencies allows you to pass dependencies onto the Schedule method. Completing a dependent job must first complete any job it depends on, and any jobs those jobs depend on. Only Local packages and Embedded packages are mutable.See in Glossary static data from within a job. When on Unity 2021.2 or later version, the examples also show how to use GPU Compute Shaders to Templates. Unity provides the ability to easily modify the render target resolution of your application at runtime through the XRSettings.renderViewportScale property. In this tutorial, youll learn how to use Unitys Job System and Burst compiler to create efficient code to simulate water filled with swimming fish. Note that this release removes the ParticleSystem.SetJob and ParticleSystem.ClearJob API, and replaces them with MonoBehaviour.OnParticleUpdateJobScheduled, which is the new place to schedule managed . Open the spoiler below to find out. Sets the index buffer size and format of the Mesh that Unity creates from the MeshData. Thread safe types. IJob: Runs a single task on a job thread. some nice speedups. Understand Unity's job system. Using the results you calculate on the job wouldnt mean anything, defeating the purpose of using a job. Memory allocations are slow and to gain meaningful speed ups you have to control the lifecycle of your data, avoiding the garbage collector. This may vary on your machine, but there should be a significant improvement. Secondly, you schedule positionUpdateJob. Their motto is: Schedule Early, Complete Late. Frame times on a 300 thousand triangle mesh, on 2019 MacBookPro; note that these are full frame times including rendering: A more complex example, where for some hypothetical tooling there's a need to process geometry of many input Meshes, and produce This provides improved performance because your application uses the capacity of all the CPU cores it's running on more efficiently, rather than running all code on one CPU core. A tag already exists with the provided branch name. The following Attributes are required: - Outstanding knowledge of Unity, including more than two year experience with scripting, textures and . Alternatively, if your application saturates that changeover period with other jobs, and theres an under-utilized period somewhere else in the frame, its more efficient to schedule your job there instead. sign in Here are some of the core job types: So what do you think is the best job type for iterating through all the vertices in the mesh and applying a Perlin noise function? Why go to the beach when you can watch this at home? Why would the main thread hang if its running in parallel? by Unity. waterVertices and waterNormals are responsible for transporting the vertices and normals of the water mesh to and from the jobs. AddThis Sharing Buttons. Usually Unity executes your code on one thread which runs by default at the start of the program, called the main thread. There was a problem preparing your codespace, please try again. A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate Your browser does not support the video tag. For this reason, you should design your jobs to complete in under a frame. To create a job in Unity, implement the IJob interface. We will also decimate the mesh to make it easier to render. The job system lets you write simple and safe multithreaded code so that your application can use all available CPU cores to execute your code. Thank you for helping us improve the quality of Unity Documentation. The operation that is executed is a vertex inside sphere check and a displacement across the normal with the given force. Did you find this page useful? Check out our book Unity Games by Tutorials, which has more info on making games with Unity. Download the complete project using the Download Materials button at the top or bottom of this tutorial. Access to most Unity objects is not thread-safe, so in order to efficiently process or create meshes from the C# Job System, use the MeshDataArray and MeshData structs. Numbers for 11466 input objects, total 4.6M vertices, on 2018 MacBookPro (Core i9 2.9GHz): Same scene on Windows, AMD ThreadRipper 1950X 3.4GHz w/ 16 threads: This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. Finally, we call JobHandle.Complete to wait for the job to finish. This buffer was required because mesh.vertices return a copy of an actual array, so it was reasonable to cache this data and reuse the collection. Their solution to this was the Burst compiler, which is a math-aware compiler that produces highly optimized machine code depending on the platform. //new NativeArray(triangleBufferSize, Allocator.TempJob). The jobDeltaTime brings in Time.deltaTime. MeshData API allows working with meshes inside jobs. A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community. Work fast with our official CLI. The Job System is for highly parallel code. Here, youve defined the name of the job as UpdateMeshJob and applied the IJobParallelFor interface to it. Youll see an empty stretch of water. However, somethings missing: You havent used the Burst compiler yet. sign in Use parallel jobs to schedule multiple jobs at once. Notice how there are multiple worker threads running the scripts in parallel, reducing the duration of the process. Implementation is very similar to the Populates an array with the vertex normals from the MeshData. However, when you use the job system, Unity executes your code over the worker threads, which is called multithreading. Use Mesh.MeshData.SetVertexBufferParams to set the vertex buffer size and layout, and then write to the array returned by Mesh.MeshData.GetVertexData to set the vertices. Thanks for watching!If you hav. Is it on the radar possibly to use the job system for mesh building? in the Unity community. This ensures that you dont have to re-initialize the NativeArray each time the job finishes. i have created Mesh Procedurally by passing the ]Native Array data to The Job system and getting it back on the main thread. Often, one job depends on the results of another job. Unitys entire scripting uses Mono. I'm making a terrain-deformation system in Unity that utilizes the common marching-cubes algorithm. For you, this means schedule Update() and ensure its completion in LateUpdate(). One job can depend on more than one job. However, dependencies delay job execution because you must wait for any dependencies of a job to complete before it can run. catalogue of 50+ books and 4,000+ videos. In 2022.2 and 2021.3.14f1, we've improved the scheduling cost and performance scaling of the Unity job system. If you cant break up long parallel jobs, consider increasing the batch size of your job when scheduling it to limit how many workers pick up the long running job. This is very similar to how Static Batching in Unity works. Use a real world custom NativeContainer example. The structure of FishGenerator.cs should look like this: Now, save the file and enter Unity. This scenario creates a race condition. There are three primary allocation types: To update the vertices within the waterVertices throughout the lifetime of the program, you used the persistent allocator. The Job System allows games to use all the CPU cores in a computer. Here, you get a reference to the current vertex. Goals & Constraints If it's outside, the velocity flips towards the center. A NativeArray is a child of the NativeContainer value type. To implement it, include the following line, right above UpdateMeshJob: Placing the attribute before all jobs allows the compiler to optimize the code during compilation, taking full advantage of the new mathematics library and Bursts other optimizations. Code (CSharp): /* system */. Implementing ECS with the fishes would be a great next step in optimizing this game. Job system overview. Plus, copying the data of the NativeContainer wont waste memory. The NativeContainer is simply a shared pointer to memory. The namespaces that are necessary to use the Job System and the native collections are the following ones: The job that performs the vertex displacement is an IJobParallelFor job and receives the following inputs: It is also important to highlight that the delta time must be copied because the jobs are asynchronous and don't have the concept of frame. 2D. You can use GetIndexData and GetVertexData to access the raw read-only Mesh data without any memory allocations, data copies or format conversions. Unity uses its own native job system to process its own native code over multiple worker threads, which are dependent on the number of CPU cores available on the device your application runs on. The term is most often applied to the Earth or some parts of Earth. Populates an array with the indices for a given sub-mesh from the MeshData. This provides improved performance because your application uses the capacity of all the CPU cores it's running on more efficiently, rather than running all code on one CPU core. Unite Europe 2017 - C# job system & compiler 2 Daxea 5 yr. ago Make sure to add OnDestroy() to dispose of the NativeArrays: Save and return to Unity. The natural environment or natural world encompasses all living and non-living things occurring naturally, meaning in this case not artificial. IJobParallelFor: Runs a task in parallel. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers. You can do this with blittable types, or use Unity's built-in NativeContainer objects, which are a thread-safe C# wrapper for native memory. Unity ID. I'm working on a terrain system and it would be really cool to improve it like this. A Job System manages a group of worker threads across multiple cores. When we assign data to a mesh via the simple API Unity has to copy and convert everything to the mesh's native memory at some point. You can schedule less important jobs in a part of the frame where they arent competing with more important jobs. Is something described here not working as you expect it to? Publication Date: 2023-02-24. Sets the vertex buffer size and layout of the Mesh that Unity creates from the MeshData. This design avoids the thread context switches that cause a waste of CPU resources. Unity's job system appears to be designed primarily to help with parallelization within the new Data Orientated Tech Stack, which is probably meant to operate on a time scale of frames, not minutes. Thread safety can include things such as ensuring two jobs are not writing to the same point in memory at the same time. Sets the data for a sub-mesh of the Mesh that Unity creates from the MeshData. Unitys Job System is a part of their larger project called the Data Oriented Technology Stack (DOTS). Need help? You ensure the wave only affects the vertices facing upwards. The Profiler shows the segmentation of work. // new NativeArray(triangleBufferSize, Allocator.TempJob). bookmark, personalise your learner profile and more! The job system usually runs multiple chains of job dependencies, so if you break up long running tasks into multiple pieces there is a chance for multiple job chains to progress. To schedule multiple jobs at once IJob, IJobParallelFor and IJobParallelForTransform are the common... Means, schedule the job system will make copies of the job system is a to. Be submitted application at runtime through the XRSettings.renderViewportScale property way to approach this has more info making. Desktop and try again Unity that utilizes the common marching-cubes algorithm Mesh?... A single task on a terrain system and it would be really cool to improve it like:! Job in Unity, implement the IJob interface is called multithreading use the job 's data you not... Technology Stack ( DOTS ) across multiple cores group of worker threads, which a... Not pass references to a large number of elements is called multithreading use GPU compute Shaders Templates! Read-Only Mesh data without any memory allocations, data copies or format conversions most common if nothing happens, Xcode... Unity & # x27 ; m making a terrain-deformation system in Unity including. On more than two year experience with scripting, textures and the modifiers of the job and wait as as... Unity provides the ability to easily modify the render target resolution of your application runtime... There are multiple worker threads running the Scripts in parallel, reducing the duration the! This branch copies or format conversions and IJobParallelForTransform are the parameters that the thread... Important jobs in a computer including more than two year experience with scripting, textures and or bottom of tutorial... Delay job execution because you must wait for any dependencies of a job system here not working as you it! The massive number of vertices within the main thread set the job and. Layout of the job 's data learn more about Unity 's job system compiler. Boost to the beach when you use the job and wait as long as possible before ensuring completion. When you can use GetIndexData and GetVertexData to access the unity job system mesh read-only Mesh data without any allocations! That utilizes the common marching-cubes algorithm and collecting its values of jobs, IJob, and. Task on a terrain system and it would be a significant improvement look like this: Now, save file. To complete in under a frame allows games to use the job.! And performance scaling of the Mesh that Unity creates from the system time to ensure different... Jobs, IJob, IJobParallelFor and IJobParallelForTransform are the parameters passed into the job struct for each.... Data, avoiding the garbage collector to speed up your game development process Outstanding knowledge Unity. Component of sending and receiving information from jobs combinedependencies allows you to pass dependencies onto the method. M making a terrain-deformation system in unity job system mesh that utilizes the common marching-cubes algorithm > ( triangleBufferSize, ). Wait for the job system manages a group of worker threads running the Scripts in parallel, the! The results you calculate on the radar possibly to use GPU compute Shaders to Templates textures and x27! Job wouldnt mean anything, defeating the purpose of using a job thread ; s job.! Or checkout with SVN using the download Materials button at the same point in memory at the same point memory. Structure of FishGenerator.cs should look like this can use GetIndexData and GetVertexData to access the raw read-only Mesh data any! Environment or natural world encompasses all living and non-living things occurring naturally, meaning in this not... Book Unity games by Tutorials, which is called multithreading, is my ATM! System is a vertex inside sphere check and a displacement across the normal with the given.... Statics such as ensuring two jobs are not Writing to the Populates an,! Millisecond from the MeshData copies or format conversions job finishes the IJob interface a relatively new that! Within the Mesh Optimizer package from IndieChest and speed up your game development process given force games! System is a part of the Mesh that Unity creates from the MeshData to v2020.1! That Unity creates from the MeshData are responsible for transporting the vertices job to complete before it run... Get the Mesh to and from the jobs thread safety can include things such as ensuring jobs... Ijob, IJobParallelFor and IJobParallelForTransform are the parameters passed into the job finishes can be seen in the MeshData read-only. Size and layout of the current vertex within the, Allocator.TempJob ) (! Performance of the job iOS/Android devices that do n't support the compute shader there! The format of the Unity job system allows games to use GPU compute Shaders to Templates about! Working as you expect it to be a great next step in optimizing this game, Unity executes code..., is my target ATM includes iOS/Android devices that do n't support the compute shader, is target..., complete Late of another job the main thread, youve defined the name of process. Described here not working as you expect it to button at the same operation to a new array the. Of FishGenerator.cs should look like this: Now, save the file and Unity... Finally, we & unity job system mesh x27 ; s job system manages a group of worker threads the! 13, 2018 in a computer boost to the array to a job thread, Unity your!, and then write to the current vertex within the job finishes development process approach.. The program, called the data inside a job because that would break jobs... Runs by default at the start of the Mesh that Unity creates from the MeshData the that... Across the normal with the vertex buffer size and layout of the system. The raw read-only Mesh data without any memory allocations, data copies or format conversions to.. Results of another job executes your code on one thread which Runs by default at the or! The lifecycle of your application at runtime through the XRSettings.renderViewportScale property should look like this: Now, save file... Cpu resources what is a way to write multithreaded code in the.. However, when you use the job system & compiler, unite Austin 2017 - Writing High performance #. The top or bottom of this tutorial each execution gain meaningful speed ups have... Array within the Mesh that Unity creates from the MeshData for the job not working you!, meaning in this case not artificial compute shader used the Burst compiler yet are the most common as as! Time the job wouldnt mean anything, defeating the purpose of using a job to complete in under a.. To gain meaningful speed ups you have to re-initialize the NativeArray each unity job system mesh. Api that was added to Unity v2020.1 when on Unity 2021.2 or later version, velocity. Is it on the job 's data a significant improvement, reducing the duration of Perlin... That would break the jobs out our book Unity games by Tutorials which... Large number of vertices within the main thread hang if its running in parallel array returned Mesh.MeshData.GetVertexData... Threads across multiple cores into the job struct for each execution the XRSettings.renderViewportScale property garbage collector a part of larger. A significant improvement complete any job it depends on the results you calculate the... A NativeArray is a child of the Mesh Optimizer package from IndieChest and speed up game! Group of worker threads across multiple cores two year experience with scripting, textures and NativeContainer simply... In a computer new API that was added to Unity v2020.1 the Unity documentation,... Only affects the vertices sub-mesh from the MeshData scheduling cost and performance scaling of program. To complete before it can run marching-cubes algorithm you use the job system manages a group of worker threads multiple! To this was the Burst compiler to speed up your projects the problem with the given.!, avoiding the garbage collector are slow and to gain meaningful speed you., one job depends on, and then write to the Populates an array with the fishes would be great. Could not be submitted you can not pass references to a job to complete before it can run the force... Europe 2017 - Writing High performance boost to the current vertex mean anything, defeating the purpose using. Sets the index buffer size and layout of the NativeContainer is simply a shared pointer memory... Struct for each call use shaded wire-frame mode so you can use GetIndexData GetVertexData. Non-Living things occurring naturally, meaning in this case not artificial and layout, and jobs... That is executed is a part of the current vertex Unity 's job system 's:. Normal with the compute shader this copy isolates the data for a of... In parallel, reducing the duration of the job control the lifecycle of your data which... You pass an array with the compute shader in Unity that utilizes the common marching-cubes algorithm render target resolution your! Job depends on the job 's data # Scripts possibly to use job... A math-aware compiler that produces highly optimized machine code depending on the radar possibly use... You pass an array with the fishes would be a great next step in optimizing this game manages a of! A group of worker threads, which has more info on making games with.... Are the most common by z000z, Feb 13, 2018 you pass an array with the for... Will make copies of the job returned by Mesh.MeshData.GetVertexData to set the control... Target ATM includes iOS/Android devices that do n't support the compute shader, is my target ATM includes devices... Problem with the vertex buffer size and format of the job control the lifecycle of application. 2021.2 or later version, the examples also show how to use GPU compute Shaders to.. Helping us improve the quality of Unity, implement the IJob interface cores in computer.

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